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Battlegrounds surpasses 3M concurrent players on Steam

Fresh out of Early Access, PlayerUnknown’s Battlegrounds has surpassed 3 million concurrent players. 

And while the game also made its console debut on Xbox One earlier this month, this latest milestone was crossed by players logging on solely on the Steam version of the game.

Brendan “PlayerUnknown” Greene tweeted out the accomplishment, sharing that the game had peaked at 3.1 million worldwide players on Steam earlier today.

This comes just one week after PUBG Corp. announced that the Xbox One launch had helped the game reach over 30 million lifetime players

At 3.1 million concurrent players, PlayerUnknown’s Battlegrounds all but cements its lead as the most concurrently played game on Steam. Previously, Dota 2 had held that record with 1.29 million players, but PUBG dethroned Valve’s MOBA in September and has continued to gain momentum since.

Aside from concurrent players, PUBG also reached a second notable milestone today. BattlEye, the anti-cheat service used by the game, notes that a grand total of 1.5 million PlayerUnknown’s Battlegrounds players have now been banned in the game’s 9 month lifetime. 

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Some mobile games now report TV viewing habits back to advertisers

A number of mobile games and apps now use a smart device’s microphone to track the shows or advertisements its players see on TV.

The start-up Alphonso is behind the tech which the New York Times reports now allows more than 250 games on the Google Play Store (and some on Apple’s App Store) to potentially listen in on and report TV-viewing information back to advertisers.

Though each app clearly requests microphone access to monitor what TV shows and ads a player is watching, there are naturally concerns about both the practice itself and the chance that these apps could be gathering information from children.

The company notes that software doesn’t record human speech. Rather, it uses a device’s microphone to listen to and identify audio signals in TV shows and advertisements. That information is then reported back to advertisers and used to more accurately target users with ads or analyze which ads prompted certain behaviors. 

Alphonso’s CEO Ashish Chordia tells the New York Times that players are prompted with an in-app dialogue box to request access to a device’s microphone and that they are able to opt out at any point in time following that agreement. He notes that the company doesn’t support the use of the software in apps aimed at kids, but The New York Times reports that it still discovered several children’s apps that use Alphonso on the Google Play Store.

While Chordia notes that Alphonso’s disclosures are fully compliant with Federal Trade Commission guidelines, it is worth mentioning that the FTC has gone after developers for similar practices in the past. The FTC issued warnings to developers using framework from Silverpush in the past to monitor TV viewing habits in a similar manner, though Alphonso’s disclosures are notably more detailed than the Silverpush requests had been.

But the use of Alphonso’s tech inside games geared at children could land some developers in hot water. Just within the last year, developers and companies like Disney, Unity, Sybo, and Kiloo have come under fire for violating the Children’s Online Privacy Protection Act by collecting and using personal data from children without parental consent.

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Gamasutra’s Best of 2017: Brandon Sheffield’s all-time top 10 games hidden in other games

Brandon Sheffield (@necrosofty) is a senior contributing editor at Gamasutra.

Hidden games are among my favorite things.

I’m talking about games tucked away within published games. Specifically I’m interested in games that have little to nothing to do with the games they’re hidden in, and as a result cause the player to speculate. How did these games get in here? Was this a prototype nobody could sell? A canceled title? Did the team simply love this idea so much they decided to just put it somewhere?

It’s a danged mystery every time, but the recent discovery of the game Dark Left, a shooter hidden inside a relatively obscure PC Engine (Japanese Turbografx) RPG, made me think about this concept all over again.

So here we have my top 10 games hidden inside other games, as of 2017. Ranked according to my weird preferences, I pretend to nothing more.

[Editor’s Note: Please forgive the quality of some of these screenshots! As it turns out, great images of hidden games are, in fact, hard to find.]

10) Dark Left (Tenshi no Uta II)
Platform: PC Engine
Developer: Riot/Nihon Telenet

Tenshi no Uta II is a mostly-traditional RPG for the PC Engine (Japanese Turbografx) that was released in March 1993. But it was only recently that the English-speaking internet discovered that the game had a hidden secret – a vertically-scrolling (music-less) shooter called Dark Left. Why did they decide to do this? Was it a prototype for something that never got picked up? Was it a side project? Regardless, it’s always intriguing to me when a game contains an entire additional game, completely hidden.

And the method for its discovery is not so simple either. The PC Engine had system cards – they were more or less RAM upgrades. In order to find this game, you must insert a system card that’s lower than what’s required to run the RPG, then input up, up, down, down, then buttons I+II simultaneously.

9) Frog Fractions 2 (Glittermitten Grove)
Platform: PC
Developer: Jim Crawford

Frog Fractions 2 is a slightly different story from the rest of these, because it’s deliberately hidden in an unrelated game. Glittermitten Grove was created by Craig Timpany, while Frog Fractions 2 was created by Jim Crawford as a completely stand-alone game. (Full disclosure: I worked with Jim on a game in the past.)

You have to actually play Glittermitten Grove in order to access Frog Fractions 2, after which you can import save data from Mass Effect 2 if you so choose. Jim Crawford is in the business of hiding games, and made an entire ARG to hint at the release of the game, so it’s no surprise this makes the list.

8) Guardian Wing (Kita e: White Illumination)
Platform: Dreamcast

Developer: Hudson? Sega?

Kita E (To the North) is a dating sim/visual novel published by Hudson and developed by… I’m not sure. It’s one of those games that has a fair number of company names on it without a lot of indication of what they did, aside form Red Entertainment, who took care of the character design… which is the main thing that has kept me from playing the game for very long.

Anyway! Like many dating sims, there are a few minigames in here, one of which is a vertically-scrolling shooter called Guardian Wing. You have to play through the game’s main scenario to unlock it, but as an early Dreamcast game, a system known for its shooters, finding something so mysterious is always a treat. Now if only the main game were better…

Also there are no screenshots of Guardian wing on the internet, so you’ll have to make do with this ancient YouTube video.

7) Phalanx (Zero Divide)
Platform: PlayStation, Saturn
Developer: Zoom

Phalanx is probably most famous for its much-discussed North American SNES box cover, depicting a bearded elder playing a banjo. Nothing like the side-scrolling shooting action found inside. But did you know that was not the last Phalanx game? No, there were (at least) two more, both hidden inside different versions of their fighting series Zero Divide (which has excellent music, by the way).

The first, “Tiny Phalanx,” is hidden in the PlayStation Zero Divide, and is unlocked by holding Select and Start on a P2 controller as the game loads. The second, Mini Phalanx, is hidden in the final Zero Divide game, which was released for the Saturn. Unlocking this one requires that you unlock another minigame first, then play the game for three more hours. Unfortunately Mini-Phalanx has no sound, and little background art to speak of.

6) Guy Savage (Metal Gear Solid 3)
Platform: PlayStation 2
Developer: Konami/Kojima Productions

Guy Savage is an odd, out-of-place hack and slash minigame present in Metal Gear Solid 3, and it’s an extra weird one for me, because I found it organically. I had missed my flight from Krakow back home to California, and went back to my friend’s place to wait for the next flight. He had been playing through MGS3 on the hardest difficulty, but I’d never played it at all. He was about to go to bed when I arrived, and said “you can play whatever you want, just don’t save over my progress.” He was in the prison just then, and saved. I decided to play some Drakengard instead.

I went back to MGS3, just to check out what it was like. When I loaded the game up, I was quickly playing “Guy Savage” instead. I was real confused, but it turns out we’d accidentally just met the exact requirements to unlock it. Guy Savage is directed by MGS3 writer Shuyo Murata, and MGS3 director Hideo Kojima stated on twitter that it was basically a canceled game. It’s only available in the original release as well, so you’ve got to work to find this one!

5) Cycho Rider (Anearth Taikenban)
Playform: PC Engine
Developer: Media Works / Hudson Soft

Cycho Rider is yet another complete shooting game hidden inside a PC Engine RPG, in this case Seiya Monogatari – Anearth Fantasy Stories. But what makes this one different is its lunatic obscurity. Cycho Rider isn’t included in the final game, no! It only comes with the taikenban version – a demo of the game that’s packed in with an Anearth guidebook. Even then, you’ve got to hit a code (though it’s just down down) to access the game.

Cycho Rider and Force Gear (which we’ll get to) even prompted a secondary grey market for these hidden shooters, with unscrupulous sorts selling $40 pirate copies of game that’s hidden inside a demo CD of an already obscure game that came with a specific guidebook. Phew.

4) Motto Moero Taisen Puzzle Dama (also Twinbee and Yie-Ar Kung Fu) (New Love Plus)
Platform: 3DS
Developer: Konami

Konami’s venerable dating sim/visual novel series Tokimeki Memorial has long been host to a variety of minigames. The series is currently dormant, but Love Plus has more or less taken up the mantle. New Love Plus for the 3DS is no exception to this, and has plenty of minigames packed away inside it. Given that this is Konami, they’ve got plenty of older content they can stick in there,  from Yie-Ar Kung Fu to Twinbee, but more interesting is the puzzle game, Motto Moero Taisen Puzzle Dama.

Once unlocked, you can play a full vs puzzle game, with a long and strange history. The Puzzle Dama games were sort of a repository for existing character sets. There were two official Tokimeki Memorial editions, a Twinbee one, and tons of others across the years. Takara even ripped the system and format off for their own Puzzle Arena Toshinden.

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Hiding a Puzzle Dama game in Love Plus (one which allows you to play with other non-Love Plus Konami characters to boot) shows that no matter what anyone thinks of Konami as a company, the developers there still love their games and their history.

3) Everything in System Shock
Platform: PC
Developer: Looking Glass Technologies

System Shock was a well-regarded first-person shooter, which in 1994 ought to have been enough. But Looking Glass included an in-game device called the MFD Game Player, also known as the GamePig. You could find cartridges for this in-game console around the world, and unlock 6 games, including an Ultima-like RPG, golf, and more pedestrian games like tic tac toe. Many of these games, like Swine Hunter (Spy Hunter), were riffs on existing popular games of the era.

I love the idea of in-game game consoles, an idea which has showed up in various ambitious games across the ages, from Shenmue to Minerva’s Den. Of course, in System Shock, the world keeps going on around you as you play, so if you don’t post up in a safe spot, you can get killed while trying to play Minesweeper – or Swinesweeper, as it’s called here. Check out all the minigames ​here, if you like.

2) Death Tank Zwei (Duke Nukem 3D)
Platform: Saturn
Developer: Ezra Dreisbach / Lobotomy Software

Lobotomy Software was one of the few Western companies that really pushed the Saturn hardware to its limits. After the success of their original Doom-like Powerslave, they were given a number of big ticket licenses to work on, including Quake and Duke Nukem 3D. It’s in the latter that they included one of the greatest sequels to a hidden game.

Death Tank, an artillery / terrain deformation game like Scorched Earth and others, was originally hidden in Powerslave for the Saturn. But in Duke Nukem 3D, they upped the ante, making a proper sequel to Death Tank (called Death Tank Zwei), which had actual networking. The game could be played multiplayer across the Saturn’s Netlink service, with up to 7 online players, way back in 1997. The game gained legendary enough status that it got a proper XBLA sequel in 2009 (with Death Tank Zwei hidden in it yet again).

1) Everything in Tokimeki (Tokimeki Memorial series)
Platform: Various
Developer: Konami

I hinted at it before, but wow, it sure seems like if you’ve got a minigame or an unfinished project or a hankering to work on something other than a visual novel, and you’re assigned to the Tokimeki Memorial team, you’re in luck. This series is just packed with hidden games.

In the PC Engine version, you can play Force Gear, a mech shooter, and a special Twinbee variant. In Tokimeki Memorial 2 Substories 2: Leaping School Festival, you can play Go Driller. In the Saturn version of the original, there’s another shooter called Psyth. Even the spinoffs have hidden games – in Tokimeki Memorial: Irodori no Love Song, you can play the vertical scrollers Conquer, and Star Crasher.

I can’t even begin to document all of them, so read this article on Hardcore Gaming 101 if you want to see more. But suffice it to say, the Tokimeki Memorial series and its spinoffs (including spiritual successor Love Plus) is the ultimate hidden game series. Decades later, and we’re still looking.

Want to read more about the best of 2017? Don’t miss our picks for the Top 10 Game Developers of 2017, the Top 5 Trends of 2017 and Top 5 Events that shaped the year.

Gamasutra contributors also each wrote up a personal list of their top games, and you can read them here: Kris Graft, Katherine CrossAlex Wawro, Alissa McAloon, Chris Kerr, Phill CameronBryant Francis, and (another from) Brandon Sheffield.

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Blog: How we turned Orwell into an episodic game

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


The decision to turn Orwell into a TV-style episodic serial was a bold, risky move. It had the potential to get people talking and elevate the game experience to greater heights, or create the indie game equivalent of a black hole.

In this, the second in a series of posts about the development of Orwell, we talk about going episodic: what went right, what went wrong, and why we’ve decided to do it all again and release Orwell: Ignorance is Strength episodically.

– – –

On October 20th, 2016, with our hearts in our mouths, we released the first episode of Orwell via Steam. Over the following four weeks, we continued to release a new episode every Thursday, creating a five week season (“Season One”). As far as we know, Orwell was the first game to release this way on Steam, and the second game ever to attempt this release structure.

When it was first conceived, Orwell was intended to be a single date release. But as development progressed and our publisher–Surprise Attack Games–came on board, meetings about what Orwell was trying to achieve led to numerous discussions about the game’s structure, how it was broken into “days”. Orwell felt like a Netflix series, or an old-school radio play. And we talked a lot about the influence that This American Life’s audio show, Serial, had on podcasts.

When viewed in those terms, creatively, Orwell really suited an episodic release.

Orwell is a thriller with suspense and plot twists being a critical part of the game. By forcing players to wait between episodes, we hoped to accentuate that feeling of suspense and encourage players to really savour the content in each episode rather than rushing through. We wanted players to think about the game’s theme and how we balance privacy, connection, security and freedom in the age of the internet and social media. 

Commercially, the decision was riskier.

On the positive side, indie games doing something different help them to stand out in a crowded market. It makes the game more remarkable, more likely to get talked about. Given that we were launching in October when the AAA season was in full swing, we needed every bit of remarkability we could get.

The episodic release would give us a launch window of five weeks instead of one, and five launch announcements instead of two. Most games live and die in the week of launch. We had five weeks of “being relevant” with a steady flow of information to deliver to players. By creating a unique experience that only the “early adopters” would get, we also hoped to create a stronger reason to purchase and generate a sense of being in a special club, similar to those that see a band before they get famous.

But, as good as the positives were, the risks were also there. 

When you do anything new, you run the risk that people just won’t understand it. Releasing episodically–with the demo for week one, commercial launch for week two and five “days” of content across four weeks–had the potential to over-complicate an already unusual approach and it was hard to explain clearly.

Reviews, too, were going to be a problem. There was the chance we wouldn’t get reviews of the full game until the end of the season because the media wouldn’t be able to play the whole game. Or worse, reviews were going to be based on only the first couple of episodes, which would miss a huge amount of what was in the game and might be overly critical.

But… as history records, we went for it!

With no real previous example to refer to (we didn’t uncover the fact that Resident Evil Revelations 2 had taken this approach until a week or two into the season), we were pretty much “making shit up” as we went.

The development schedule was tight. We finished each episode while already being in the middle of the release period, which was very stressful, but also exciting and strangely motivating, too. Mel (our Art and Business Manager) remembers listening to YouTube videos of let’s players playing one episode, while she was working on the next one. While this reduced feedback loop was great because it gave us the chance to see people react to important moments in the game, and helped us get a better idea of how to improve things, it was also distracting. For example, if someone found a minor bug, we knew we wouldn’t have any time to fix it before the final release.

Towards the end, time got more and more scarce. We ended up finishing Episode Four just on time and being several hours late with Episode Five, discovering a game breaking bug right before release. As the release time passed, people began to ask what was wrong and when the final episode would be available. This was a rather scary and extremely stressful situation for us.

But what could have been quite the game dev nightmare, turned out to become an engaging chat between our Orwell fans and our wonderful producer and community manager Steve. He informed the fans about our status and why we were late, and they were surprisingly kind about it. We even got late-night emails from people telling us to take our time to fix the bug, as they wanted us to have enough time to ensure the quality they’d come to expect.

At one point there was a person on a ship who really hoped that we would be able to launch the final episode while he still had internet available. We were absolutely amazed at the number of people waiting for the final episode to drop, but also by the fact that they were so friendly about us being late. We’d built an audience of fans who cared about the game and appreciated that we were updating them in real time about the delay.

In the following weeks and months after release we received numerous emails, Facebook and Twitter messages from fans telling us how engaging and meaningful they found the game and how much they loved the overall experience. This was incredibly rewarding, and, despite of all the stress, it was a very exciting and wonderful experience.

For our publisher, the ride was a wild one.

Surprise Attack Games had been hoping that the episodic approach would give them an extra way to cut through the noise and get media to pay attention to the game. And there was reason to be confident. They’d had really solid coverage of the game reveal in August with Polygon, Rock Paper Shotgun, PC Gamer and Kill Screen, in particular, and the angle of the weekly serial seemed like it would get a good reception based on the media they’d been talking to about it. 

Then, two days before we launched episode one, Rockstar made the official reveal of Red Dead Redemption 2 and announced they were going to drop the first trailer that week. The internet went crazy. We were all less thrilled—the trailer was going to drop an hour before we were set to announce episode one of Orwell. 

As if that wasn’t enough oxygen sucked out of the media landscape, Nintendo then announced that they would give the first look at the Switch console on the very same day. It was a nightmare week for any indie game to get noticed or talked about, let alone a small game from an unknown German studio and an Aussie-based games label.

Thankfully, the marketing plan worked. Polygon, Destructoid and PC Gamer all ran pieces on the day of the announcement and Rock Paper Shotgun, Gamespot and Killscreen ran pieces a few days later. The weekly approach was the headline lead for most of the stories, validating their hope that this would give it the extra push to be newsworthy enough to cut through.

One negative issue the publisher had anticipated turned out to be true. Many reviews ran very late with most appearing in December. While reviews were overall extremely positive, one Australian magazine chose to review the first two episodes in their print edition giving it a 4/10. Later, a different journalist gave the whole game a 9/10 in a review on the magazine’s website but Metacritic only lists the print score and that pulled down our average score significantly.

Throughout the season we continued to get coverage from smaller sites, YouTubers and Streamers, and some even ran weekly reviews of each episode. The larger sites didn’t end up covering it each week, but most came back for the final episode with a review or the news that the season had wrapped up. Unfortunately, we didn’t see journalists talking about it en masse each week on twitter, which we hoped might have happened for those that had got really into the game concept, but the weekly drop caused more general buzz with players.

Engagement in the forums started slow but grew each week. Fans were discussing other aspects in their own threads and responding positively to our weekly updates about each episode. Most rewarding for us was to hang out in the forums in the hours before a new episode launched and watch as fans would start to gather ready to play and discuss it.

One unexpected result with players was that we found they would replay each episode multiple times while they waited for the next episode to release. They’d try to get all the various outcomes in the episode and find all the achievements, helping each other to find the trickier combinations of choices.

During that time, we got plenty of steam reviews and players that didn’t wait until the whole season was out before reviewing it. The rating remained around or above the magic 95% positive rating for a number of weeks and still remains at 91% positive.

Sales were strong across the five weeks, spiking around episodes 1, 3 and 5. And now, more than a year later, Orwell: Keeping an Eye on You continues to be one of Surprise Attack Games’ strongest performing titles.

All of it proved to be a wonderful experience and we learnt a great deal about the episodic structure.

With Orwell: Ignorance is Strength (‘Season Two’) deep in development, it should come as no surprise that we’ve decided to do it all again.

Orwell Season Two will release across three complex episodes: Each episode will offer more choice on how to advance than before. The story will also feel more personal than the original, focusing in particular on three individuals and the complicated relationships they have with each other–and the truth. Return players should expect a more dynamic environment: based on the newly added “time of the day” characters may act on their own behalf and events unfold independently from the players‘ actions.

The player will be granted access to a more advanced build of Orwell. The old tools are all still there, useful in their own right. But the player will be invited to join “The Office”, a secret department of Orwell that has been equipped with tools that not only allow investigators to research individuals, but to also take that information and influence the way events are reported and perceived by the public. This gives the player more agency, not just in the way the story branches and consequences play out, but in the narrative itself–the story of Orwell: Ignorance is Strength.

When written out like this, it’s an exciting and daunting proposition. We had hoped to have the game out by now, but because of all this extra content–the story, the ideas, the narrative branches, the new tools–and, ironically, the way that episodic content comes together, we’ve focused on getting it all just the way we want it and delivering to our wonderful fans the very best game we can.

With an even stronger emphasis on narrative, decisions that alter the course of the investigation, tools that allows players to pry deeper into people’s lives and manipulate that information, and a thematic search for truth in a post-truth world, the opportunity for thrilling cliff-hangers and deep philosophical debate is plentiful. 

So, as this year comes to an end, we look forward to the next. We can’t wait to give our fans–and hopefully many new Orwell players–the opportunity to experience another unique surveillance thriller set in the world of Orwell. Week by week.

– Team Osmotic

The familiar seen from a new perspective. An early screenshot from Orwell: Ignorance is Strength.

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Report: Nintendo expects to sell 20M Switch consoles in the next fiscal year

Nintendo president Tatsumi Kimishima believes the company can sell over 20 million Switch consoles during the next financial year. 

Kimishima laid out his expectations during an interview with Japanese paper the Kyoto Shimbun (translated by Wccftech), and explained Nintendo will attempt to maintain the Switch’s momentum by releasing new software that “enables new ways of playing.” 

The hybrid system has already sold over 10 million units since launching on March 3, and Nintendo expects to see that figure top 14 million before the end of this fiscal year on March 31, 2018. 

All of the above suggests Nintendo is confident of seeing the Switch break the 30 million sales mark in its first two years on shelves. 

Time will tell whether that prediction proves to be accurate, but as it stands the nimble console is proving to be a hot commodity.

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Game devs around the world share their New Year’s resolutions

We’re almost done with 2017, and after reflecting on our highlights of the year we’re ready to start preparing for the year to come.

Many of our readers are doing the same, and so we thought we’d once again turn to Twitter and put out a call for devs around the world to share their New Year’s resolutions with us — and with you!

This being 2017, “4k” has replaced the venerable “1024×768” as the joke reply du jour. While we haven’t upgraded our hardware enough to get the full impact, it seems like a pretty good goof — and the other, more earnest responses give us some insight into where the game dev community is going in 2018.

Notably, not everyone is purely focused on shipping games. While the lion’s share of replies we received were resolutions to make games, many had to do with seemingly secondary concerns like improving PR savvy, learning new skills, or learning more about game dev scenes in other parts of the world. 

To help you better understand where your fellow devs are headed in the year ahead, we present a curated list of those resolutions below. Feel free to add your own responses in the comments! And if you’re interested in participating in Gamasutra’s next Twitter question, make sure you head over to @Gamasutra and jump on that follow button.

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Platinum Games to self-publish original titles in the future

“We want to motivate the people that work here. We want to give them an opportunity to make their own game.”

– Platinum Games’ Atsushi Inaba on why he wants to work on self-publishing original IPs

During an interview with Game Informer, Platinum Games’ head of development Atsushi Inaba expressed his interest in making a completely original game, saying, “We’re becoming more and more interested in the idea of self-publishing and doing our own title.” Inaba mentions how up until recently, the team had worked on properties for a variety of different publishers. 

When asked what the process of self-publishing would look like Inaba described how over the past year, “We’ve pretty much opened the company up to ‘Anybody can pitch a game,’ and so over the last year we’ve gotten about 70 design documents from different people.”

“So this year has been about us basically diluting which stuff we wanted to focus on and not focus on, and drilling down to the point where we now have two designs that we’re genuinely focused on,” Inaba explains.

With the desire to create a game the entire team is motivated to work on comes with its challenges, especially when opening up the floor for pitches.

“That being said, if you’re going to put 20 people on the development, it has to be something that’s on brand and on topic, and obviously when people think of the Platinum Games brand, they expect crazy hardcore action, right,” Inaba says. “We have to be reticent of that. We want to surprise them by the fact that we’re doing this independent title and hopefully get support from the fanbase.”

According to Inaba, Platinum will continue to work on triple-A games with publishers because there would be too much financial risk to to do only self-published games without a major source of income.

“Doing something on our own, self-publishing it, releasing it, all of that is a challenge for us, but right now everybody is incredibly motivated and working on that.” 

Check out the full interview available at Game Informer. 

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World Health Organization adds video game addiction to diagnostic manual

The first draft of the World Health Organization’s upcoming International Compendium of Diseases revision now lists a description for ‘gaming disorder’ alongside gambling and substance-related addictive disorders.

Due out in 2018, the upcoming 11th revision would mark the first time video game-related addiction has appeared on the diagnostic manual’s pages. Gaming disorder is nested under ‘disorders due to addictive behaviors or substance use’, a category it will share with gambling disorder and varying degrees of alcohol and drug addiction. 

For the purposes of the ICD, gaming disorder is described as a pattern of persistent or recurrent online or offline digital game playing that manifests through impaired control over session frequency and time, over-prioritization of play, and escalation of play despite negative consequences. 

“The behavior pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behavior may be continuous or episodic and recurrent,” reads the entry. “The gaming behavior and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.”

The ICD-11 revision has been in development since 2015, but it was only recently that the first draft of the diagnostic manual was published. If everything goes to plan, the 11th revision will see a release around mid-2018. That revision would then replace the ICD-10, which WHO says was first adopted for widespread use in 1994.

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PSA: Unity Student Scholarship for GDC 2018 submissions close this Sunday

Just a quick reminder that the Game Developers Conference and Unity have launched the Unity Student Scholarship, which aims to give 50 students with outstanding Unity projects All Access passes to GDC 2018.

Don’t forget that the deadline to submit your project is this Sunday, December 31, 2017! There is no application cost and students can enter here

Of course, the Unity Student Scholarship was created to provide learning and networking opportunities for up and coming developers.

Those selected for the scholarship will receive an all-access pass for GDC 2018, which also includes access to a pre-show kickoff, hosted by GDC on-site before the week begins.

The winners, which will be determined by Unity and GDC experts, will be notified in January 2018. More information about the guidelines and rules for entering the contest are available at the official entry page.

For more information about GDC 2018, including the GDC Conference, Summits, Expo, and VRDC@GDC, visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas